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The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this end, we conducted a meta-analysis of 180 effect size comparisons out of 154 empirical studies on the effect of both digital and non-digital games on...
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Based on systematic research of studies published since the year 2000, this comprehensive metaanalysis investigated how the use of technology can enhance learning in secondary school mathematics and science (grade levels 5–13). All studies (k ¼ 92) compared learning outcomes of students using digital tools to those of a control group taught without the use of digital tools. Overall, digital tool use had a positive effect on student learning outcomes (g ¼ 0.65, p < .001). The provision of...
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Clickers, formerly known as instant response systems, have gradually become an integral part of the classroom. Though several reviews on research into clicker-integrated instruction have been published within this decade, the controversy over whether clickerintegrated instruction is effective to enhance students' learning gains has not been settled because the early reviews mainly focus on students' perceptions toward and acceptance of clicker-integrated instruction. Furthermore, so far...
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Outcome measure
- Learning (3)
Instructional domain (subject)
- Computing (1)
- Languages (1)
- Mathematics (2)
- Multiple (3)
- Science (2)
- Social Studies (1)
- STEM
Education Level and Type
- Secondary 11-16 (1)
- Tertiary (1)
Groups of students
- _No mention (3)
- Gifted students (1)
- typically-developing students (1)
Moderating variables
- Assessments (1)
- Class size (1)
- Feedback (1)
- Length of time (2)
- Multiple exposures (1)
- Novelty Effect (1)
- Peer involvement/group learning (1)
- Student characteristics (1)
- Teacher involvement (1)
- Teacher pedagogy/implementation (1)
- Teacher professional development (1)
- Tech structure (2)
Tech Hardware
Tech Software
- Clicker-integrated instruction (1)
- Game learning (2)
- General apps (2)
- Simulations (1)
- Tutorials (1)
- Virtual Reality (1)
Tech mechanism
- Feedback (1)
- Gamification (1)
Learning Approach
- _No mention (1)
- Classroom learning (2)
Teacher Pedagogy
- _No mention (1)
- Feedback (1)
- Group learning (1)
- Peer learning (1)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (1)
- Mixture or unknown (2)
Quality of research
- High: 6+ (1)
- Medium: 4 or above (2)
Geography if specific
- _no mention (2)
- Mixture (1)
- Taiwan (1)
- Turkey (1)